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They gathered church and royal sponsors and built a protective wall to guard the mouth of the river and build up the nations best ship manufacturer. An irregular wall of many small towers tightly surrounds the community.

A series of bridges and docks are found on the waterfronts. The quarters are castle, noble, commons and gold. The gold quarter is dominated by large mining and smithy businesses and guilds. From top to bottom, the city has castle, nobility, market, and residential quarters. Large buildings are not in vogue; instead a small, simple dwelling or design is favored by all.

Towering stair sections lead up to the many districts in the cliffside itself, including guard and jail, red-light, guild, residential, and magic. Below on the ground the city is divided temple, keep, noble, and warehouse quarters.

In the smaller district are the market, warehouse, and caravan districts intermixed with slums. In the larger are the keep, guild, and wealthy residential districts. The outside docks sprawl with wooden buildings and act as another third of the city. One large bridge dominates the center of town and is part of the castle. Smaller docks can be found irregularly along the river. There is a park of considerable size in one quarter with a small lake.

The districts are guard, market, military, slums, and aristocrat. Docks line the entire open end, and the keep is in the northeast quadrant in the government quarter. Others quarters are residential, market, and warehouse which is mostly in the dock quarter. Below the city is divided into remaining quarters business, residential, and temple by extra wide, well-patrolled roads.

A keep acts as a gatehouse leading to the central section of town, where the castle and government buildings lie. The central city is used for market, taverns and inns, ship repair and warehouses. Two sections divided from the central city by low walls at opposite ends house the wealthy residents in one and the common folk in the other.

A careful gully system filled with wooden traps surrounds the city in a natural way difficult to spot for invaders. In only three places does a large, natural-looking giant tree bridge span these defenses. The wide roads divide the city into temple, market, inn, embassy, and noble districts respectively.

Building styles are extra strong. The many small districts include embassy, tavern, noble, residential, guildhall, and marketplace. Octagonal walls surround a high hill where the castle is situated, looking down on the city. Government buildings are nestled tightly around the hill. The tavern, guard, caravan, warehouse, wealthy, and common residential districts span out from the government buildings to the walls.

Oval in shape, this city straddles the north bank of a mighty river. Two levels of hill surround the community, each topped by a reinforced wooden wall with watchtowers. The keep is by the riverside, surrounded by the dock ward, marketplace, commons, red light district, and guild quarter. Oval-shaped city with few but high towers dividing the wall. One edge of the city sits aside a great cliff face, with a natural caravan road leading down to the lowlands below.

Two gatehouses lead visitors to the west and north from the city. The castle sits in the center, surrounded by the residential, guild, market, and caravan quarters.

A perfectly rectangular city built with double walls in many places was built ambitiously, for there are still open fields between the central community and the walls which 50 years have not yet filled. There are east and west gates only, as the city straddles a great trade route. Vegetation is plentiful in and around the buildings. The quarters are trade, residential, military, and market. A sprawling city in a giant clearing uses the thick, oppressive jungle surrounding it as a defense, patrolled from many small watchtowers and guardhouses.

A fourth side is a small natural harbor. A castle with a moat sits toward the center, surrounded by the inn, dock, guild, residential, noble, and ambassadors quarters. Small streams divide the quarters, with patrolled bridges to access each.

A sprawling metropolis built at the mouth of a river, no wall surrounds this community built in and among the various tributaries of the river. Bridges and spans cross the waterways, and docks and ferries are plentiful. The districts include dock, warehouse, market, wealthy and average residential, and castle containing a number of fortress-like holds of the government. A three-sectioned wall cuts off the entrance to this mountain community originally founded by dwarves who remain the dominant population.

Squat, stone buildings dominate the area outside and within the cavern, with residential areas on the cave walls. The keep and military quarter are outside, while the market, guild, and then noble quarters follow more deeply within the cave. Triangular in shape, this small city is surrounded by wall and moat alike. A grand keep sits at the center, where a highway of three adjoining roads each with its own towering wooden covered bridge converge from outside the city.

The crowded districts include caravan, inn and tavern, military, market, slum, residential, and temple. The walls of the city square it off around a major crossroads between lands. The market district dominates the center of town at the crossroads, where the keep is also located.

Surrounding it are the districts for guards, residential, slums, military, and theater. No outer walls. No wall. Patrolled by paladins. Lanterns flicker at each doorway. Central main tower complex. Sprawls to the surrounding territory.

Old dwarf fortress at top. Wealthier citizens live at the top. Single, towering government building. Government buildings at the wall perimeter. Tall houses cluster together. Elaborate guild manors, businesses, and workshops. Sprawling trade center. The city lacks cohesion or planning. A castle sits at the apex. Simple wooden palisade wall. Bushes, trees, gardens, and lawns integrate perfectly with buildings.

Table City Description, Basic 2 1 Maze of walls intersect the city, combined with ancient monolithic walls of another age. Defensive walls and numerous well-guarded gate towers.

Castle flies many flags. Archers walk the walls. Buildings are sometimes set in the cliff. Walls crumble. No civic pride is evident. Brickwork lacks mortar. New and old neighborhoods. Variety of clothing styles and market goods. The pass rests between nations. Tall outer walls. Castle on a southern hill. A grand university building at its center. Strong buildings and a dark, towering castle.

Well-maintained roads and patrols. Numerous fishing outlets. Bustling dockside. Borrows heavily from nearby elf nation for influence in design and structure. A famous bard whose exploits include calming a riot with his voice. A knight who traveled the land with his warhorse, wielding a powerful magic lance to protect others on the road.

There are tales of him in nearly every country. An elf wizard who specialized in air magic, she stopped tornadoes created by an irate elder elemental from destroying a town that had offended it. An elf ranger who tracked a corrupted druid and his fiendish dire bear companion across leagues to avenge the destruction of a large forest town.

The high priestess of a small city was attacked by a demon summoner. She rallied her acolytes and won the day, defeating a demon-sorceress general. A half-orc pit fighter who never lost, and never took a life, even when the crowd demanded it. A dwarven defender who single-handedly held the entrance to his lords hall against a squad of assassins while the royal family escaped, though it cost him his life.

A commoner who became a paladin, he fought social injustice as often as evil creatures, battling selfish lords and vile blackguards in equal measure. A paladin whose exploits include raiding the tombs of great kings to ensure the current sovereign has the symbols of his forefathers. A kobold sorcerer who nearly died defending a human village from a rampaging pack of trolls, he created peace between their people which is said to last to this day.

A fighter from a corrupt noble family who led the people of his kingdom to throw down their rulers and replace them. A dwarven cleric who defeated an incursion of extraplanar beasts who sought to take his people as slaves.

This fighter defeated the blackguard lieutenant of the lich king of the east in single combat, buying enough time for his companions to steal the lichs phylactery. A wizard whose has written first-hand account books on the planes. His battle against a death knight in a swirling vortex of chaos has been sung of by bards, far and wide. A barbarian chieftain who defeated the gnoll hordes of the lands of the north and freed the northern reaches for settlers.

This ranger led a squad of light infantry in hit and run attacks on an orc army that threatened to overrun an entire duchy. He and his troops demoralized the army, driving them off. Once a slave to darkness, this sorceress threw off the yoke of evil and destroyed her master, a fiendish dragon-king who enslaved several cities near his mountain tower.

A paladin who entered a caldera to destroy a clan of fire giants terrorizing the surrounding area. He never returned, but the attacks ceased. No one has ever found his remains. A druid from the desert who slew a blue dragon that sought to poison the largest, most important oasis in the desert. A rogue whose bold exploits, including stealing the crown jewels and replacing them with livestock, inspired the overthrow of the cruel overlord of her nation.

As a gamemaster, you have some choices to make. How detailed do you want the laws and justice system of a particular land or city? Do you base any of it on real-world ideals, or do you take a more fantastic approach from fiction or your own imagination?

Regardless, here are some ideas to keep in mind, meant to be tailored to your own campaign. Arrested for Trial First, to have a trial you need living criminals or do you? Right off we see some unique features. Is the city watch trained in subduing opponents first, defending themselves only with weaponry, or do they attack in full and anyone who survives is simply lucky enough to go to trial?

Or, using special magic to communicate with the dead, does the city also bring in corpses for questioning and involvement?

If so, at what cost to the city and taxpayers? The Trial Itself Not every game needs a courtroom scene, but some amazing roleplaying stories over the years have come about from some important trial to further the plot.

Trials consist of opening statements by a solicitor, barrister, or lawyer for the defendant and the prosecution. A judge, magistrate, or bailiff oversees the trial, possibly with a jury of peers of selected common folk and possibly magical aid for detecting lies or other magic in use. Witnesses may be called in to verify either sides story. Depending on the skullduggery and shady side of the city, professional witnesses paid for their point of view by either side may come into play.

Once significant proof is reached closing arguments are heard by all, again by both sides. Determining the punishment for a criminal may be specified if you do this, that is your punishment or determined based on the severity of the crime, jury reaction, and possible magistrate payoff. Certain magistrates Held for Trial A number of different lodgings are available to gain reputations for tweaking punishments to fit criminals, depending on the laws and disposition of the crimes they specifically abhor, and the outlook the city and its law enforcers.

For trial criminals, the city servitude, or banishment. Here they are provided with basic food and water and may Magic or may not suffer any sort of collateral effects. In a world of magic and spellcasters, the entire To speed trials, magical questioning and probing may judicial system must take into account the effects. Perhaps for confession may play a part here. Does the court allow or hire those who can sense lies, illusions, or other deception through magic? Are members of the clergy allowed to testify or officiate?

Answering these questions can lead to a new twist on the subject. Table Districts and Quarters 1 Caravan quarter 2 Castle district 3 Guard and jail district 4 Inn and tavern district 5 Magic district with towers 6 Market district with open ground 7 Military quarter 8 Noble quarter 9 Prison district 10 Red-light district 11 Residential district 12 Residential district, wealthy 13 Slave quarter 14 Slum district 15 Tannery district 16 Temple district with graveyard or necropolis 17 Theater district 18 Walled keep 19 Warehouse district 20 Waterfront with docks.

When light shines on it, it captures and magically reflects the light back in a kaleidoscope of colors. In honor of Oben Dreamweaver is inscribed on it. This pure white oak trees leaves are platinum in color. The trees girth is wider then the arm span of a dozen elves. A statue of Gathrak the legendary troll of the northern marshes. Graffiti written in several languages covers part of it.

When touched, a name can be uttered and that name, providing it is of one who truly was lost at sea, appears on the massive base. Its armor is spiked and its hands rest on the hilt of its sword, which rests point down into the base. Its origins are unknown.

At night the unicorns horn glows brightly, providing a soft light to all those who tarry around it. The tree must have been massive while it lived, and the figure's meticulous craftsmanship suggests a nonhuman sculptor. It is titled Tristams Legacy. Stark white in color, mist appears to spill out from the mouths rising to the sky. When wind blows the right way it sounds like it is moaning. Made of local stone and weathered by time it still stands its full eight feet tall.

In goblin the plaque states Uglemesh great leader and king of mighty clans. This enormous rock is shaped like a dragon. On the belly is a memorial to a silver dragon that once defended the area. It seems a marker of some sort but the writing is difficult to make out.

To honor all those who fell before you is inscribed at the base. Foul markings have been scribed on its surface. In honor of Laramo who valiantly strove against evil no matter the odds. It is covered with strange ancient writings and is rumored to be only one of many. Its branches twist and turn in fanciful ways. Every tiny branch has been sculpted, even to the very top branches, suggesting it was done either by small winged creatures or is the work of magic.

Merchant, Mayor, Friend is marred by graffiti that reads Burn in Hell. His headstone has fallen down and cracked in half. Patriarch of the Finneran Clan. The weather-worn plaque on his gravestone reads, May his next life be as full as this one was.

A life for a life, mother to daughter. We miss you, always. An arrow trailing sparks behind it across a crescent moon is carved into her headstone. Best cook in the land, followed by Always go easy on the basil. Too much can overwhelm the stew. Beloved son, brave warrior. Evil took him from us too soon. Dearest soul mate, wondrous mother is partially obscured by a flowered grave blanket.

Worlds Greatest Illusionist. A permanent illusion makes the words flash in different colors. A single wildflower grows on her grave, and the angel-topped headstone reads, Sleep well, little one. Our Lady holds thee now. His sturdy, black stone monument has a carving of an anvil, a hammer, and tongs on it. It looks as though it is cleaned regularly. This headstone is small and simple. It is overgrown with weeds and neglected. His simple marker is covered in filth.

Beneath the grime, it reads, May he know no peace. A baying wolf and a wickedly curved blade are carved on his monument.

A huge monument topped with a holy symbol and carved with accounts of his deeds marks this grave. The guards next to it, hired from a mercenary company in perpetuity, only reinforce this paean to his ego.

A shield decorated with a mailed hand holding a ball of flame is carved on this monument. The gentlest of giants, protector of our children. Toys, seemingly left in tribute, lie about the headstone. A lamb is carved into this headstone, and fresh flowers lie on top of the grave. A craven sigil is carved into the strange stone marker, defaced by the word Witch painted on it in red. This is in the shape of a pedestal with a book on it. Inscribed on the book is a quote: True wisdom flows from the heart, not the mind.

Some haggling may liven an exchange with a merchant or store owner. Guilds insist on a minimum set price from members who are guaranteed to sell quality goods. You can get it cheaper, but it might not hold up or be the best quality. Remember supply and demand.

If everyone wants an item, the price goes up. And if there is overstock or no one is intetrested, the price drops. Some towns lack iron, grapes, and other staples. The local craft may be cheap, but weapons and "drink" are expensive to import.

Frontier life is neither easy nor inexpensive. A black griffin on a silver background. Precious metals and iron. A tome of gold on a red background. Books and paper products. A sheep with a calligraphic D on it. Wool and other fabrics.

A gold coin on scarlet. Precious metals and uncut gems. A stylized sun rising over a tree. Finished wood products. A heavily muscled arm holding a battleaxe. Weapons and armor. A silver needle threaded with gold on black velvet background. Silk and fabrics. A yellow hippogriff against royal blue. Paintings, sculptures, and exotic goods. A unicorn horn on a purple background. Ivory, spices, and silk. A white bull on a black field. Livestock and horses. Secretly runs a slave trade.

A stylized serpent holding a winged scepter in its tail. Exotics and art objects. A stylized dwarf holding a pick. Iron, copper, lead, and base metals. A raven perched on the fin of a large fish. Fish and other foodstuffs. A stein clutched in a mailed fist. Ale and spirits. The silhouette of a pine tree sitting on an open palm. Three casks stamped with a gothic-style R.

Ale, mead, and exotic beverages. Brilliant-cut sapphire on a red-trimmed, white cushion. Gems and jewelry. A hammer and chisel.

Migrant dwarven workers, engineers, and architects. A wine glass sitting on a grape leaf. Fine wines. Three horses pulling plows.

Foodstuffs, spices, and seeds. In Table Medicinal Herbs we detail some of the more common herbs and their useful purposes in simple medicine that would no doubt be found in a city or community.

For a full list of herbs and plants for such a purpose, see Chapter Six, tables through CHAPTER THREE Table Pick Pocket Yield 1 1 1d3cp 2 1d6cp 3 1d10cp 4 1d6cp, 1d6sp 5 1d10cp, 1d8sp 6 1d3cp, 1d8sp, 1gp 7 2d6sp 8 1d20sp 9 1d8sp, 1d3gp 10 1d3cp, 1d3sp, 1d3gp 11 1d6cp, 1d6sp, 1d6gp 12 1d10cp, 1d10sp, 1d10gp 13 1d20cp, 2d6sp, 1d12gp 14 1d6cp, 1d12sp, 1d20gp 15 1d4cp, 3d4sp, 3d4gp 16 1d12sp, 1d12gp 17 1d4cp, 1d4sp, 1d20gp 18 1d20cp, 1d4sp, 1d10gp 19 1d8cp, 2d8sp, 1d4gp 20 1d20cp, 1d20sp, 1d20gp Table Pick Pocket Yield 2 1 2cp 2 3cp 3 6cp 4 7sp 5 11sp 6 4cp, 3sp 7 5cp, 4sp 8 4sp, 2gp 9 8sp, 7gp 10 2cp, 2sp, 2gp 11 2cp, 3sp, 11gp 12 2cp, 4sp, 1gp 13 3cp, 8sp, 7gp 14 4cp, 3sp, 2gp 15 4cp, 7sp, 11gp 16 4cp, 9sp, 2gp 17 7cp, 6sp, 5gp 18 11cp, 2sp, 6gp 19 11cp, 7sp, 6gp 20 11cp, 10sp, 9gp.

Multiracial league of spies, contract thieves, and discreet mercenaries. An ancient order of thieves that can only be joined through familial bloodlines. Thugs, racketeers, and intimidation experts. No one wants them visiting their shop. Part intimidation and part burglary, this guild is notorious for charm and guile. Information hounds, the Eyes are everywhere and pay handsomely for gossip.

Mostly pickpockets, these rogues also steal from low-rent businesses and homes. A complex order, complete with rituals, ranks, and blood oaths. Mostly lockpickers and safecrackers, members of the Gauntlet work for anyone. Thieves who also maintain skills in craftsmanship and weaving. A new guild using cryptic runes to mark their territory and safehouses. Thieves who have convinced themselves that their deeds are for the good of all. A gang of thieves who dress similarly and work in tandem to evade guards.

A front for an otherwise disorganized group of thieves. A now-dead guild that rumor says sold its name to a mercenary company. A misnomer used to distract authorities from their true purposes 17 The Orphans. Working mostly with crowds to find marks, shill for coin, and con everyone. An all-woman's group of confidence tricksters and brokers. A mysterious group of thieves connected to almost everything. A poorly named group made up of young vagabonds with little direction.

It has a nave with three chapels, a choir alcove, two altars in the transept, and a main altar. To the north of the main altar are a belfry and a sacristy.

The convent, which forms an annex to the church, now houses an archaeological museum where holy relics captured in crusades into evil lands in ages past are displayed.

Inside are sprawling rooms dedicated to different aspects of the deity. The walls have been left intact, so while there is no one common hall of worship, many smaller ceremonies are simultaneously going on. At the business end, the building branches out like a star, with the main worship hall in the center and clerics quarters, high priests retreat, holy relics, and care and health halls branching outward. The tree is an icon of the deity and is said to have grown with the blessing of the god.

Both naturally hollowed-out rooms and man-made additions on sturdy branches hold the various offices and prayer chambers of the faithful, a majestic natural stair winding up to all.

Gray slate and white beams are used to help support the towers and their multiple levels. There are no chairs or pews; during ceremonies all worshippers are expected to stand. Small towers toward the edges of the property house the churchs popular meditation pools. The skeleton acts as the framework for the walls; the head an atrium, its ribcage the worship hall, and the tail and limbs leading to clerics chambers and rooms of solitude. Thin, clear ultra-thick glass windows all face the sunset.

It all has a very organic feel; the magic used created ultra-smooth glass walls and flowing hallways rounded and calming to those who walk them. There are icons of the faith about, but they are small, leaving the majority of the place very open and accessible. Stone walls with dangerous rubble removed are all that remains around simple tents used to house the clerics of the deity.

They believe themselves unworthy and make amends to the deity. They refuse any outside aid, saying when they have atoned the church will rise again. Inside are many curved balconies, with stair and ladder access leading to study rooms with books, meditation chambers with resting facilities, and clerics quarters. Domed towers encircle the main building at all points of the compass. The roof is ringed by gargoyles.

The main atrium has an ivy-covered altar and marble floors flanked with nearly 20 alcoves, where eternal candles burn. The windows have been bricked up to form archer holes. Inside the walls are decorated with the paraphernalia of the deity and its faithful. While it is essentially one great worship hall, there are many side caves where clerics rest and goods are stored. Candles flickering from shore winds give the place a look of movement.

Monastery stands surrounded by huge pine trees. Many outbuildings have been converted to schools to teach the children of the land. It is partially famous for a statue of the god of learning, which is said to weep from time to time over the curse of ignorance. Most of its buildings converted to a hospital during a time of war and its primary function shifted to this after that time.

Within the walled perimeter can be found a small grove of ancient olive trees said to promote the healing magic of the faith. The church is not overly adorned with holy relics, but many chambers now serve a more practical purpose for patients of the land. Part of a gigantic stone bridge, built by the faithful in ages past to connect two warring nations. Accessed by entrances on either side, its roof is crossed by marching soldiers and beast-drawn wagons.

Underneath are the rooms of clerics, a great worship hall suspended over the waterway below, and facilities in the arches of the bridge for storing holy weapons and relics. Part of this church was accidentally burnt down in recent times and is currently under reconstruction. Three small chapels are on the holy ground owned by the church, with a long pergola covered in grape vines between them and the main domed building, which houses cleric quarters and the main altar. The main building has marble floors.

A ruin, what stones remain are scorched, the land around it appears salted or cursed, the walls invaded by vines of ivy. There are several pikes with bodies impaled upon them. The church was burned down by a necromancer, lore says, and the bodies are his and those of his undead. The church followers were victorious over the defilers. However, the rebuiling effort has haulted, showcasing the dead as a warning to godless villains.

Ruler of the kingdom took a deep personal interest in the otherwise unremarkable church and commissioned a well-known artist to paint large imposing murals on the ceiling, columns, and walls of the square and rigid buildings and the atrium. The windows are all circular and filled with green and blue stained glass. Shrines first floor is halfway below ground level, judging by the low windows. The women of the church are multi-talented: some paint icons, others embroider vestments and items for liturgical use.

Hand-painted eggs are famous around the land, as are the sisters prayer ropes, bookmarks, and other crafts. The church members make incense for use in ceremonies and for private prayer, which is usually done in the many private alcoves. Temple consists of the main building, both grandiose and towering, and several outbuildings built nearby which have been annexed by the church in its many years. It shows signs of obvious wealth, with grand chandeliers and luxurious tapestries woven by masters of the church.

Statues of saints holding fonts of holy water, symbols of the faithful, and holy cloth are common and usually of bronze, silver, and even gold. Two massive towers straddle the main building of this oval-shaped temple, with massive pillars holding up a partial roof around the circumference of the church. Inside the oval building is a large inner courtyard with a sundial, around which are a cloistered walkway and numerous cells and halls.

The vaulted ceilings of the halls are tastefully painted with floral decorations and scenes from the church scriptures. Table Fantastic Guilds 1 Abjuring Guild. Concentrating on protective and shielding magic for both hire and consultation. A guild that studies possible lost sources of magic power. Regulates and studies the possibilities of creation magic. A guild studying the uses and creation of golems, homunculi, and other created. Reviews 5. Please log in to add or reply to comments.

Unfortunately the company told me that they have no intention of ever making this POD or even reprint it. Is there a possibility to see this book released in POD hard cover of course!! I see a lot of reviews are several years old and mention a lack of hyperlinks and bookmarks.

Is this still the case? According to the sidebar, the file hasn't been changed since it was uploaded in , so it's safe to assume that hyperlinks and bookmarks are still absent. Why is there no print option for this book? Definitely print worthy at pages. Justin M. I bought this book from a FLGS years ago and have loved using it. However, I now play most of my games online. Having it in a PDF format will make my life infinitely easier when importing tables into Roll Great book.

I suggest picking it up! Jon H. The ultimate Toolbox is the best thing since Swiss cheese! No DM should be without it regardless of what game you are playing. Shane O. With just a few random rolls, [ Ward M. PDF format This product consists of random lists divided into seven chapters plus one appendix. Each chapter covers a different aspect of campaign design. See the free [ Francisco M.

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